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Re: [MOD] Random Dungeon (v0.98)
Posted: Thu Jan 24, 2013 10:29 pm
by Roman42
Komag wrote:Roman42 wrote: I'd like to include the Cube as a boss, but I want him to be in a vulnerable state. Is there a known way to pull this off?
The only way I know of is to have the cube in the dungeon, have the weapon of power, stun him with it, insert one of the parts into him, pull it back out, voila, he's vulnerable now (as though you had pulled out the last part in the original game). I tried VERY hard to find a different way to accomplish this, but it's just out of our reach, all hard-coded stuff
Yes, I've tried this before, but it's stupid somehow. Especially because you have to remove the item again. It would be OK to insert some kind of "bad ore" or "bad circuit board" or something, but it will be hard for the player to understand, why he will have to remove it again.
Another way would be to simply recreate the original "puzzle", but for that the cube needs to be in sleeping state. I've even built a trap for him with spawners which spawn the spell from the ultimate weapon, but this is somehow stupid, too. :(
Re: [MOD] Random Dungeon (v0.98)
Posted: Thu Jan 24, 2013 11:07 pm
by Komag
basically that's how I've done the remake, with "bad ore" that has to be in only temporarily.
What is the weapon spell called to be able to spawn it?
Re: [MOD] Random Dungeon (v0.98)
Posted: Thu Jan 24, 2013 11:13 pm
by Roman42
"powerbolt"
Another idea I had which I didn't try until now: Perhaps the Cube is a container which reacts to :addItem ?
Re: [MOD] Random Dungeon (v0.98)
Posted: Thu Jan 24, 2013 11:34 pm
by Komag
It would be four alcoves then, hmm. Do you have access to the gr dat raw lua files? There is a lot of cube stuff there but it's very hard to make any sense of it
Re: [MOD] Random Dungeon (v0.98)
Posted: Sat Jan 26, 2013 11:25 am
by Roman42
No, all I've found was the "asset_pack_v2". Where can I get it? :)
Re: [MOD] Random Dungeon (v0.99)
Posted: Sun Feb 10, 2013 1:46 pm
by Roman42
Another update:
Code: Select all
v0.99
- added countless items ("dagger +1" etc.)
- added Ixnatifual's Tome Library
- added Geistertanz' City Fog
- added random no-sleep levels
- wooden boxes are more interesting
http://grimrock.nexusmods.com/mods/148
I've increased the number of random items drastically by adding Ixnatifual's Tome Library and by adding +1, +2 and +3 versions of each standard weapon and +1 versions of each standard armor/shield. This improves the random item distribution a lot.
Re: [MOD] Random Dungeon (v0.99)
Posted: Sun Feb 10, 2013 2:03 pm
by Komag
sounds good, this just keeps getting better and better

Re: [MOD] Random Dungeon (v0.99)
Posted: Sun Feb 10, 2013 11:02 pm
by Drakkan
I have end at level 10. Just too hard

Very interesting dungeon, this replayability is fantastic. Ufortunately this is more for player sho just love to fight...and fight... and fight :d
Level 3 is pretty ibalanced, those spiders are real challenge. Then also first level with ogres was quite hard (I had just cudgel, dagger and some crap armor...

Re: [MOD] Random Dungeon (v0.99)
Posted: Mon Feb 11, 2013 12:16 am
by Roman42
Drakkan wrote:I have end at level 10. Just too hard :D
Yes, it's too hard perhaps. I've checked my script and I think the Wardens should come one level later. I've removed them on level 10 now and increased the propability for Shrakk Thors a bit.
Drakkan wrote:Very interesting dungeon, this replayability is fantastic. Ufortunately this is more for player sho just love to fight...and fight... and fight :d
I'm planning to add more stuff like the altars,buttons and plates. Random timed puzzles or random lever combination puzzles should work.
Drakkan wrote:Level 3 is pretty ibalanced, those spiders are real challenge. Then also first level with ogres was quite hard (I had just cudgel, dagger and some crap armor... :)
The first Ogres should come at level 6. You should have got a lot of good stuff if you've found some wall buttons and keys. :)
Re: [MOD] Random Dungeon (v0.99)
Posted: Tue Feb 12, 2013 12:12 pm
by Drakkan
just finished level 12. some ideas what to improve
- make some ending (random generated exit in last level ?)
- too many flasks spawned (like every character has 8 potions...)
- mortar should be obtained sooner (i have gained it in level 6 or 7 do not remember)
- this spawned fog is annoying. it is making progress little laggy and I do not see too much value in it (altough I like the fog overall)
- preventing using magic... well why not, but some levels are becoming just TOO much difficult with that (but thats the random fun, isnt it ? .))
- too much projectiles (I end like havin 15 piece of every throwing weapon / arrow ...)
- just few equipment. Level 12 spawning stuff like lurker hood ? I expecte thing like sword of nexus, not this trash

- not sure what are gems for. I got about 7 of them and found about 4 altairs, never worked with them :/
btw:sent you PM, have small request for you